• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EU4 - Development Diary - 24th of July 2018

Good morning all! What would Tuesday be without an EU4 dev diary? Tragic, I say, so here for the last of the Summer dev diaries while the bulk of the Swedes are on vacation, I bring to you a summary of balance changes coming in the 1.26 Mughal Update. This is not exhaustive (We'll post up the full changelog closer to release) and is about changes made to the game and its existing mechanics, rather than the new stuff we've added. We'll have another Dev Diary in the future to act as a "roundup" of new mechanics and how they work.

Estates:

As we have mentioned before, Estates now cause a disaster at 100% influence rather than 80%. They also no longer have a minimum requirement for land. In addition to this:

- Confiscating estate land now gives a +5 unrest modifier in the province for 15 years. This modifier goes away if you give the land to another estate.
- Confiscating estate land now adds 25 local autonomy in the province that the estate was previously in.
- Advisors generated by Estate interactions now scale in cost depending on estate influence.
- Influence from estate events generally increased.
- Cossack Estate now gains twice as much influence per development in granted provinces.
- The cap for how much development in granted provinces can increase influence is now 50% rather than 40% for all estates.

Trade Nodes:

- Bengal trade now flows into Doab, which in turn flows into Lahore (renamed from Kashmir) undoing the injustice to these nodes.
- General renaming and reshaping of Indian trade nodes (see screenshot)
- The Katsina Trade Node now connects to Ethiopia instead of Alexandria.
- The Ethiopia Trade node now also connects to Aden.
- Coromandel flows straight to the Cape

Trade n stuff.png


In general this means more Indian trade will be able to flow around Africa into Europe without needing massive amounts of control in Aden. Zanzibar isn't quite the slush fund it used to be, but remains lucrative.

Tributaries:

Far away tributaries with no expectation of help or feasible reason to be a subject was something we're looking to change with this update. As such, the AI is no longer interested in establishing new tributary relationships with nations who do not border them. This goes for both asking and receiving requests. Existing tributaries are fine, so Ayutthaya & Khmer won't suddenly want to abandon Ming in 1444.

Speaking of Ming, 1.26 may as well be renamed the Sukhothai update, as declaring an independence war no longer calls in your overlord's Tributary overlord. Sukhothai can now declare war against Ayutthaya without Chinese intervention.

Expansion:

An issue in EU4 that we've long recognised is that conquest is almost always a good idea: you are able to immediately get a financial benefit from land, buff up your own forcelimit, size, trading potential, while at the same time denying your foes that land. We've been wanting to change this so that one has to consider what they conquer with a bit more forethought and with that we turn to your States.

Your maximum number of States is now far more important: If you hold more territories than your state limit, you will face a yearly corruption penalty, currently +0.02 per territory (not per province). For example, if you have a State Limit of 15, you can have up to 15 States AND up to 15 Territories without penalty. Overseas Colonial Regions and Trade Charter Companies are exempt from this calculation. This corruption hit is halved in Easy mode, and entirely absent in Very Easy. Additionally sending Missionaries and cultural conversion are not possible in Territories. You must make them a state to do these.

In conjunction with this, all nations' base state limit has been doubled (up from 5 to 10).

There is a define ALLOWED_TERRITORY_VS_MAX_STATES which allows you to tweak this value in defines.lua

Subjects:

In the interest in encouraging more indirect rule, holding a subject for a long time will gradually reduce their liberty desire. Subjects can now also gain trust with their overlord, instead of having it pinned at 50.
Force Limit Contribution from subjects now scales with the subject's own FL, minimum of +1 + 10% from vassals, +20% from marches.


End Game Tags:

Preventing weird country formations, like Ottomans to Byzantium or Minghals or England to Mughals to Shan to Mughals to Japan is something we're historically not very good at. It generally involves a lot of different file changes and something usually gets overlooked. In script as of 1.26 we now have a scope known as "End game tags" which will prevent most cases of such nations forming other nations (Holy Roman Empire, Rome and Papal States are so special they trump this list, eg: Byzantium can for Rome, Italy can form Holy Roman Empire...).

The current list is:

Mughals
Ottomans
Byzantium
Rome
Holy Roman Empire
Rum
Qing
Russia
Commonwealth
Japan
Yuan
Hindustan
Bharat
Arabia
Papal States
Spain
Great Britain
Italy
Germany
Ming

That's the bulkier of the balance changes. As usual, there will be more nuanced changes in the fine details to come along in the full Changelog, which we will be sharing closer to release.

We are well aware that balance changes can get people worked up and are seldom without contention. I have very fond memories of forums around the the 1.12 release. Remain civil when expressing your feelings over your favourite balance changes as, although I endeavour to explain why we make changes, there are as many opinions as eyeballs in the world. Thanks for your time.

And if Balance Changes are not your cup of tea, let's have a look at some of the other National Idea changes brought along in the 1.26 Update. We'll look over at the Bengal region, where there is now a distinction between The Bangal Sultinate, and the Bengali Minors in the area.

I love U.png


Bengal Sultanate ideas
start =
infantry_power = 0.1
global_manpower_modifier = 0.15

bonus
backrow_artillery_damage = 0.15


bng_combat_piracy =
trade_efficiency = 0.1

"Pirates have infested the waters of the Bay of Bengal for too long. We must protect traders en route to our ports by discovering and eliminating pirate havens along the Arakan coast."

bng_habshi_generals =
army_tradition = 0.5

"Abyssinian slave-soldiers purchased in Arab markets play a significant role as elite infantry soldiers. Those that excel as leaders shall be given greater levels of command, while those who demonstrate exceptional loyalty shall make up the palace guard."

bng_clearing_the_delta =
development_cost = -0.1

"The Bengal Delta contains an immense expanse of potentially very profitable land that goes unexploited due to thick forestation. We must subsidize efforts to clear the forests to make way for new farmlands, cities, and trading posts."


bng_attract_sufis =
idea_cost = -0.1

"Sufis have long been innovators of Islamic thought as well as wise councilors. If we wish to be a leading voice in the future of the Islamic world, we must patronize Sufi lodges and convince the wisest among their order to settle in our domain."

bng_conquest_of_the_gangetic_plain =
leader_land_shock = 1

"To our west are the fertile and populated lands of the Indo-Gangetic Plain. The Sultans of Bengal have long coveted its great cities and vast wealth, but only now as a new and ambitious crop of generals rise to power is our ambition likely to become a reality. We must do all we can to ready our forces for the coming conquest."

bng_rupees =
global_tax_modifier = 0.1

"The lack of a widely adopted standardized currency is stunting the development of Indian commerce. As one of the foremost economic powers in the subcontinent, we are well placed to begin the minting of a new silver coinage with standard weights, which we shall call the rupee."

bng_bengali_industrialization =
global_trade_goods_size_modifier = 0.1

"Bengal is uniquely situated in India to begin a revolution unlike any seen before. We stand poised to exploit new developments in our already world-class textile and shipbuilding industries. Let us begin an industrial revolution!"


Bengali Minors ideas =
start =
merchants = 1
infantry_power = 0.1
}

bonus =
prestige = 1
}


hindu_sufi_syncretism =
religious_unity = 0.5

"Beyond the eastern frontiers of the Islamic world, came Sufi mystics to settle land grants or to commune with nature in Bengal, intermingling with the Hindu population. Cooperation led to extensive land reclamations in forested and marshy areas and helped to introduce new syncretic forms of music, painting, dancing and sculpture reflected in the temples and shrines constructed during this period."

ganges_brahmaputra_confluence =
trade_efficiency = 0.1

"The mighty Ganges and Brahmaputra have traveled far to intermingle and spread out into the Bengal Delta, funneling trade and commerce in its wake. For thousands of years the area around the delta has been a natural place for the easy exchange of goods and ideas."

rice_fields =
global_manpower_modifier = 0.2

"We Bengalis are primarily rice eaters, and the rainfall and soil in the area lends itself to massive surplus rice production, with the mighty silt laden rivers and monsoon allowing for three separate growing and harvest seasons a year."

mustard_oil_ilish_mach =
war_exhaustion_cost = -0.10

"Wars may torch the granaries and markets. The weather may wither or crush the crops in the fields. Elephants and ants may try to eat what we have planted. Give us a little oil, however, and our fish-laden rivers will give us the food we Bengalis desire most!"

jute_production =
#production_efficiency = 0.1

"Native to our region, Jute is a long, soft, shiny vegetable fiber that can be spun into coarse, strong rope, matting or thread. In high demand for its resilience and relatively light weight, we can benefit from its cultivation and production."

opium_fields =
global_tax_modifier = 0.1

"What's that? People will give us gold and silver for our flowers!? The opium of our region is highly prized and easily grown, commanding twice the price of any other opium in the world. Let the trade begin!"

bengali_renaissance =
global_institution_spread = 0.1

"The Bengal Renaissance that took place in this region was a reaction to the encounter and impact of Europeans arriving for not only commerce, but for study, art and scholarship. The Bengal Renaissance blended together Hindu teachings from the past with Western education, politics and law, as well as a re-casting of Bengali culture. This led to a flourishing of the arts and sciences."

And if neither Balance changes nor National Ideas are your thing, well, swing by next week, where we'll talk about that new image you keep seeing in the buildings interface is. There are still a fair few dev diaries to come before Dharma is due to hit the shelves.
 

Attachments

  • Trade n stuff.png
    Trade n stuff.png
    3,9 MB · Views: 2.156
Last edited:
it destroys Religious Ideas, it shuts down more unusual play styles (I'm not a Turkey --> Georgia --> Byzantium guy either, but they have that right)

I have almost two thousand hours on the clock, I read the wiki and the forum regularly and I didn't even know you could do that. Is there really that much players doing it that you need to ban it? Won't you make your hardcore fan base who knows that kind of stuff angry for something not that important outside those circles? I'm not sure I understand what Paradox is going for here.
 
Wild, random idea on missionaries: No more missionaries for conversion. Instead, each country can establish a Religious Center that slowly converts provinces for countries that follow the religious center's religion in that particular trade region (or maybe even everyone - like in trade companies?). Establishing a religious center is a one-time investment in a building that can only be built in a province with sufficient trade power. Completing the building triggers a continuous event chain (revolts etc.), while the religious center is converting.
 
Territory limit is good, but you shouldn't have buffed the number of base states. In fact, you should have reduced the gain of possible states through tech
 
I have almost two thousand hours on the clock, I read the wiki and the forum regularly and I didn't even know you could do that. Is there really that much players doing it that you need to ban it? Won't you make your hardcore fan base who knows that kind of stuff angry for something not that important outside those circles? I'm not sure I understand what Paradox is going for here.
They're removing exploits that are used to abuse game mechanics? The Ottoman thing is basically being scapegoated by a dumb community who rather than try to understand the problem are REEEEEEEEEEing at multiplayer because they think that by avoiding the real issue they can somehow get their way.

The REAL problem is stuff like Minghals, Polish Tsardom, etc.
 
Territory limit is good, but you shouldn't have buffed the number of base states. In fact, you should have reduced the gain of possible states through tech
And to compensate for that, buff the number of states from government forms.
 
They're removing exploits that are used to abuse game mechanics? The Ottoman thing is basically being scapegoated by a dumb community who rather than try to understand the problem are REEEEEEEEEEing at multiplayer because they think that by avoiding the real issue they can somehow get their way.

The REAL problem is stuff like Minghals, Polish Tsardom, etc.

But is it something casuals will really do? Is it a strategy used by the majority? It sounds like a lot of work. I've never even realized that trade companies and rushing to India were that important a strategy... Of course I wouldn't mind if they rebalanced it, but if I knew they were removing TC because some ubergamer were using them in a gamey way, I'd find that odd.

I mean if it's fun for some, I really don't think most of the player base cares about that.
 
Last edited:
Oh look, more nerfs to wide whilst not making tall fun and interesting...

... it quickly becomes B O R I N G as frak.

reminds me of how good galactica was....

on a more serious note:
interest in dharma has just gone into the negatives.

Vicky 3 when? at least we can have 6-7 nice and could-be-better dlcs until everything goes the eu4 route.
 
But is it something casuals will really do? Is it a strategy used by the majority? It sounds like a lot of work. I've never even realized that trade companies and rushing to India were that important a strategy... Of course I wouldn't mind if they rebalanced it, but if I knew they were removing TC because some ubergamer were using them in a gamey way, I'd find that odd.

I mean if it's fun for some, I really don't think most of the player base cares about that.
Does it matter? We've seen time and time and time and time again over DECADES of video games that players will trend towards what is most powerful, and feel BAD when they don't use whats most powerful. Worse yet, when you realize A. How easy it is to do, and B. Just how LARGE the power difference is between stuff like Minghals and normal EU4 gameplay you'll see why this change has to be made. It's basically an ironman viable cheat code.

And the argument "it doesn't effect anyone" is a reason why it SHOULD be fixed. Here's an exploit that isn't used by everyone, why not plug it? Look at how quickly French-Prussia was exploited and how many people were posting their WCs on reddit when that was used.
 
They're removing exploits that are used to abuse game mechanics? The Ottoman thing is basically being scapegoated by a dumb community who rather than try to understand the problem are REEEEEEEEEEing at multiplayer because they think that by avoiding the real issue they can somehow get their way.

The REAL problem is stuff like Minghals, Polish Tsardom, etc.

I don't know how Minghal is considered abusing game mechanics when all it needs is a culture shift. After MoH Minghal WC is probably harder than Ulm WC. Never heard of anyone using Polish Tsardom and I can't see how it's broken. More importantly I really do not understand why it's of anyone's concern what other people do in a single player sandbox game.
 
They're removing exploits that are used to abuse game mechanics? The Ottoman thing is basically being scapegoated by a dumb community who rather than try to understand the problem are REEEEEEEEEEing at multiplayer because they think that by avoiding the real issue they can somehow get their way.

The REAL problem is stuff like Minghals, Polish Tsardom, etc.
when I was linked this post I immediately guessed its author

You and your community have acquired quite a reputation for your 'unique' game analysis!

Not as funny as the "we datamine the game and still don't know how discipline works" post though
 
Last edited:
I don't know how Minghal is considered abusing game mechanics when all it needs is a culture shift. After MoH Minghal WC is probably harder than Ulm WC. Never heard of anyone using Polish Tsardom and I can't see how it's broken. More importantly I really do not understand why it's of anyone's concern what other people do in a single player sandbox game.

Primarily because it isn't JUST a single player sandbox game. That said, they really should put it in as an optional rule along with some other stuff (developing institutions immediately comes to mind as one). They can even set it so certain rule changes make the game ineligible for achievements if they care that much about it. Some combinations are certainly ridiculously overpowered at the moment but there are other ways they could have shackled it such as putting in massive penalties (or simply disallowing) removing states, not using available states if territories are available (excluding colonial/trade co areas) and so on. At the moment it is far too easy to culture shift into different nation formations for the claims simply by adding/removing states...
 
when I was linked this post I immediately guessed its author

You and your community have acquired quite a reputation for your 'unique' game analysis!

Not as funny as the "we datamine the game and still don't know how discipline works" post though

Lemme guess, you play League too? :D

To be frank, he makes sense in this one. Tagswitching on this scale was not intended to be a thing, it was merely a loophole due to game mechanics being gamey and overly simplistic.
At least in CK2 you culture-switch due to education during upbringing, which somewhat makes sense for the time, albeit still gamey.
 
I have almost two thousand hours on the clock, I read the wiki and the forum regularly and I didn't even know you could do that. Is there really that much players doing it that you need to ban it? Won't you make your hardcore fan base who knows that kind of stuff angry for something not that important outside those circles? I'm not sure I understand what Paradox is going for here.

The goal is to punish people who play wide.
 
This went from a DLC and patch I was looking forward to, to something I wont be getting initially and staying on 1.25 unless their is a change/fix to missionaries not being able to convert territories. Tying corruption to number of territories and not total development in territories vs. in states is also really dumb. Exempting TC's, essentially buffing the already powerful TC's also seems like no thought was put into this change and I have no idea what they where thinking.
 
Primarily because it isn't JUST a single player sandbox game. That said, they really should put it in as an optional rule along with some other stuff (developing institutions immediately comes to mind as one). They can even set it so certain rule changes make the game ineligible for achievements if they care that much about it. Some combinations are certainly ridiculously overpowered at the moment but there are other ways they could have shackled it such as putting in massive penalties (or simply disallowing) removing states, not using available states if territories are available (excluding colonial/trade co areas) and so on. At the moment it is far too easy to culture shift into different nation formations for the claims simply by adding/removing states...

I've never heard of tag shift abuse in MPs except for the Ottoman -> Byzantium in dev clash where apparently unstating your best land and spending 400 dip to tag shift for perm claims to land you already own is too broken for the game.

I also don't see how it makes sense to restrict tag shifting if the reason is that it's too easy to get new mission claims when no one asked for those extra claims and plenty of tags gave perm claims in the old system as well. If it's to prevent exploiting achievements then why not just add a starting tag requirement rather than completely blocking tag shifts? For example, in addition to preventing Ottomans from forming Byzantium directly, add the "never have been" check so anyone who starts as the Ottomans can't form Byzantium.

Even if say, someone does a WC when they otherwise wouldn't have been able to with those claims, which is not very likely, why should that concern anyone? Are we supposed to be policing WC strategies? Balance the game around 1% of 1% of the player base when there's a backlog of 100 QoL bugs that keeps piling up patch after patch?
 
They are just sending a clear message that it is bad to conquer provinces outside of colonial and trade company regions in a game where basically there isn´t anything else interesting to do (unless waiting for points to push a dev button qualifies as something interesting). It is not the 1st time they do this but IMO these are the worst changes in a very long time that do nothing but to reduce the game replay ability and test the player patience.

Don't think it will be hard to deal with, IF and only IF you expand towards TCs first. The extra state limit will be more than enough to keep things in check until you can properly conquer and set up trade companies. After that we're looking at 1.3 with 100 OE, if you only add the -2 from sunni every 5 years that's that. I do believe that between the missionaries nerf and the corruption Sunni is now meta, either that or stacking policies which would make espionage and defensive meta. But I think switching to sunni is just easier.

I agree that trade companies are way too strong atm. I hope they are recieving some changes in the upcoming patch notes. Im not saying it will now be hard, but that it def is a new factor that you need to consider and it will nerf your campaign if you choose to play wide, resulting in the game being hardER. I personally cannot handle the game past 1600 because of the lack of challenge, so if they are trying to make the game hardER Im cool with it. Corruption management will now be a big part of the game if you go wide, Im curious to see how it will play out.

The main uproar I've seen here is the total prohibition on Missionaries converting in non-state territories. I agree that corrutpion is already bad enough as it is and it shouldn't be made worse, but I've seen FAR worse "improvements", with the worst of all time being making Merchant Republics unplyable if you extend past a certain size.



The game won't be about trying to conquer a lot of land if Paradox is openly punishing people who do it. This is a direct ruination of a lot of people's fun, it destroys Religious Ideas, it shuts down more unusual play styles (I'm not a Turkey --> Georgia --> Byzantium guy either, but they have that right), and it tries to force people to play a certain way by making it far harder to do so. That is a direct counter to what makes Paradox games so great.

I want to wait and see how the missionary change plays out what makes me negative to the change rn is that its easy to have some temporary states for conversion at that point the change will be pretty pointless.

The "nerfs mean we dont want you to play that way" kind of thinking is impossible for me to wrap my head around. They are giving you more challenges to overcome when you are growing your big scary blob, something to make the game abit harder past critical mass is something that has been requested by alot of people for a long time. People like myself, who try to blob as much as possible because thats the most optimal way to play. After a certain point, all the challenge is gone, you have pretty much won already, noone can rival you, thats boring to me.

Speak for yourself, I play paradox games to be challenged through opposition, this gives me more opposition so, more of a reason to play.